2 min read

Damage System

Drop-in, fully replicated health and damage for UE5 — so combat feedback isn’t a one-off per project.

Source: DamageSystemPlugin

What it’s for

Every multiplayer game eventually needs a shared language for “something hit something else.” Health bars, hit reactions, blocks, deaths, revives — and they all have to stay correct on the server.

This plugin is that language as a standalone package: a replicated damage & health system you drop on actors/characters instead of reinventing health in every prototype.

Why it exists

Sample projects bury combat in character hierarchies and game modes. We wanted something you can put on any actor, extend with your own rules, and trust under replication — without pulling half a sample project with it.

What you get (conceptually)

  • Current + max health, replicated and ready for UI
  • A flexible damage info payload (type, response, block/parry flags, hit location, causer, and more)
  • A damageable interface so anything can take hits, not just a fixed base character
  • Server-authoritative damage and healing
  • Revival paths when you need respawn-style flow
  • Delegates for the interesting moments: damage taken, avoided, healed, health changed, death, revive — so VFX, audio, and UI stay outside the core logic

There’s also a ready-to-extend character base if you want a starting point, not a mandate.

Who it’s for

Prototypes and shipped multiplayer projects that need combat-adjacent health without locking you into a specific combat design. You bring the weapons, abilities, and presentation; this owns the replicated truth of health and hits.

Want the details?

API shape, component setup, and Blueprint hooks live in the repo:

github.com/BrokenGameplayStudios/DamageSystemPlugin